Beastmass Updated Challenge.


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FrodoOf9Fingers wrote:

Addedum: If there's no way to sneak up to the house, then he uses Elemental Body to accomplish the task, making him even harder to detect. He pops up again right next to the entrance, dismisses Elemental Body, and then continues on as planned.

Even if the angel knows about what time I am coming, he doesn't know exactly when, and can still be surprised by an opponent he hasn't detected.

Well with his truesight and nothing to hide behind you can't actually sneak up on him so no Surprise round so you go directly to round 1 starting with the quickend Dispel Magic which fails as you rightly suspected. At this point without actually seeing your character sheet we have no idea what happens but I do have a few questions before we respond to this.

A). How is the kensai getting 6 attacks a round (3 from level, 1 from haste and 1 from spellcombat = 5).
B). How are you getting from the edge of the shrine all the to Balthazar while performing spellcombat?
C). How are you using truestrike on 2 different attacks and when are you actually casting it?
D). Uhmm, Dispelling strike doesn't work that way
It's dispel magic not greater dispel so only affects 1 spell.
It costs a swift action to use so no quickened spell that round.
It only uses your magus level not your caster level for the check so you max out at 30 check against the 34 needed to dispel this target
E). You spent your swift action activating dispelling strike so you can't use Arcane Accuracy or Perfect Strike
F). Finally how are you wielding two weapons while performing spellcombat? That is intrinsically denied by the rules of spellcombat.

At this point there's enough confusion in your actions and no character sheet responding to this is problematic at best.

Dark Archive

andreww wrote:
I went with the solars in the bestiary. Their spell list is less than great.

I personally find: commune, resist energy, prismatic spray (DC 24), wish, holy aura, heroes' feast, death ward, prayer, protection from energy, wind wall, bear's endurance, bull's strength, eagle's splendor

bless, divine favor, entropic shield, shield of faith as pretty solid buffs. Add to that the 5x a day (10x a day since there are 2 of them) Miracle/Wish that lets them cast ANY 8th level or less spell/buff they want or change the battlefield to favor them (water elemental form ? Lets pull a chunk of the elemental plane of fire right here, that sounds like it would help).

Really doesn't seem like they actually wanted to work during this fight.


Mathwei ap Niall wrote:
andreww wrote:
I went with the solars in the bestiary. Their spell list is less than great.

I personally find: commune, resist energy, prismatic spray (DC 24), wish, holy aura, heroes' feast, death ward, prayer, protection from energy, wind wall, bear's endurance, bull's strength, eagle's splendor

bless, divine favor, entropic shield, shield of faith as pretty solid buffs. Add to that the 5x a day (10x a day since there are 2 of them) Miracle/Wish that lets them cast ANY 8th level or less spell/buff they want or change the battlefield to favor them (water elemental form ? Lets pull a chunk of the elemental plane of fire right here, that sounds like it would help).

Really doesn't seem like they actually wanted to work during this fight.

None of the buff spells would have done anything to change the outcome in the two preparation rounds they had.

Dark Archive

andreww wrote:
Mathwei ap Niall wrote:
andreww wrote:
I went with the solars in the bestiary. Their spell list is less than great.

I personally find: commune, resist energy, prismatic spray (DC 24), wish, holy aura, heroes' feast, death ward, prayer, protection from energy, wind wall, bear's endurance, bull's strength, eagle's splendor

bless, divine favor, entropic shield, shield of faith as pretty solid buffs. Add to that the 5x a day (10x a day since there are 2 of them) Miracle/Wish that lets them cast ANY 8th level or less spell/buff they want or change the battlefield to favor them (water elemental form ? Lets pull a chunk of the elemental plane of fire right here, that sounds like it would help).

Really doesn't seem like they actually wanted to work during this fight.

None of the buff spells would have done anything to change the outcome in the two preparation rounds they had.

What two rounds of preparation? Your post had them decide to attack him for some reason so they had all the time they chose to take to buff and a 20th level Arcana Theft boosted x number of caster levels with a wish (there are enough spells out there a wish/miracle can emulate that boost caster levels that it WILL work once) to strip away your magical protections seems like a pretty effective option if they were limited to 2 prep rounds. But that's just me.


Read the rules of the contest. Home field advantage gives two round of preparation. That's it. Also stripping away a few buff spells does not come close to beating Ahlissa.

Dark Archive

At this point it's sounding like I'm attacking individuals which is not the point of any of this.
My comments are strictly that players describing their characters fighting an opponent will always be from the players point of view and leaves the tactics of those opponents suspect. The purpose of a GM is to arbitrate the results of those actions and remove the suspicion of partiality from the chosen actions (sub-par or perfect vs that one corner case) on either side.
This is why all of my creations will have very standard tactics with defined exceptions to those tactics based on expected, basic changes. Without a GM's oversight we tend to fall into the Schrödinger's wizard scenarios over and over making these thought exercises less then effective.

My only recommendation for a possible solution to this (or at least a workaround) is for each side to post their challenger and expected tactics (as detailed as they choose to make them) and let an impartial 3rd party decide the outcome. Since these forums have literally thousands of active posters/GM's/Optimizers there should be no shortage of valid and viable choices.
Whether this works or not at least it is a possible option to prevent this from turning into "yes it did, no it didn't" arguments.

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andreww wrote:
Read the rules of the contest. Home field advantage gives two round of preparation. That's it. Also stripping away a few buff spells does not come close to beating Ahlissa.

Oh, so you're stripping off all your buff spells since you don't have home field advantage then? No, you're going to say they last so long I have them running all the time but the Solar's don't get that option though even though they can use the exact same buffs that last the exact same length of time.

edit: oh and strip off your life bubble spell in the endless void of the astral plane would probably be instantly lethal.


My buffs all last 24 hours+. There's do not.

Dark Archive

andreww wrote:
My buffs all last 24 hours+. There's do not.

10 wish/miracles a day. They'll last as long as they want them too.


The bestiary solar has wish 1/day and miracle memorised once. At this point I don't think I have anything further to add.


I do like the solar presented by Mathwei,

It provides a harder challenge and a good thought exercise for theorycraft.

If you want to defeat the solar that was beefed up, be a diviner with an familiar the gives +4 init. Minimum of 34 Init, 38 with improved init.

Then focus on abjuration magic.

By being very specialized I was able to get a mage's disjunction with a DC of 43 I believe, overly specialized build, followed up with a second one with a greater rod of quicken spell.

Another way to get around Balthazar is to use leadership or planar ally, or summon monsters. Just to harrass him with spells and to use up any magic items that might absorb spells.

Be a Ninja, use a scroll of greater teleport into the area next to Balthazar, might be a viable tactic.

The reason for Balthazar I believe is to offer the participants a greater challenge if they wish to pursue the advanced Solar (which is probably a CR 24 or 25 at this point, bordering on Mythic).

Because of the greater challenge involved, it was probably necessary to give the Solar a longer preperation time, because of his fore-knowledge of events (thanks to divinations) I believe this to be justified.

With the tactics suggested, it might be better for Balthazar to attack spellcaster's during their time of spell preperations, do not give the enemy time to react. He doesn't have to kill them, just subdue before they have a chance to react. (It may make for an interesting post).

For martial characters, they will have a greater challenge, though a titan mauler barbarian with superstition rage powers might be viable choice.

Though I will also assume that Balthazar is meant to be engaged after the beastmass as one capstone.


I do realize my examples are just speculation and may not work.

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Shasf wrote:

I do like the solar presented by Mathwei,

It provides a harder challenge and a good thought exercise for theorycraft.

If you want to defeat the solar that was beefed up, be a diviner with an familiar the gives +4 init. Minimum of 34 Init, 38 with improved init.

Then focus on abjuration magic.

By being very specialized I was able to get a mage's disjunction with a DC of 43 I believe, overly specialized build, followed up with a second one with a greater rod of quicken spell.

Another way to get around Balthazar is to use leadership or planar ally, or summon monsters. Just to harrass him with spells and to use up any magic items that might absorb spells.

Be a Ninja, use a scroll of greater teleport into the area next to Balthazar, might be a viable tactic.

The reason for Balthazar I believe is to offer the participants a greater challenge if they wish to pursue the advanced Solar (which is probably a CR 24 or 25 at this point, bordering on Mythic).

Because of the greater challenge involved, it was probably necessary to give the Solar a longer preperation time, because of his fore-knowledge of events (thanks to divinations) I believe this to be justified.

With the tactics suggested, it might be better for Balthazar to attack spellcaster's during their time of spell preperations, do not give the enemy time to react. He doesn't have to kill them, just subdue before they have a chance to react. (It may make for an interesting post).

For martial characters, they will have a greater challenge, though a titan mauler barbarian with superstition rage powers might be viable choice.

Though I will also assume that Balthazar is meant to be engaged after the beastmass as one capstone.

Unfortunately none of your tactics work but they do show some out of the box thinking which is what this challenge is all about. (Disjunction is a will save which is his strongest save and per beastmass rules is between 43 & 45, which beats your DC), the minion route is a viable option though. With enough support and time anyone can be beaten. Just make sure he can't find the summoner behind this since he can pretty much one round any target once it has been identified.

The ninja is just a bad idea though, it drops the ninja into melee range with no standard/full actions left, that's usually a bad idea at this level.

As for capstone, Balthazar was just the first one on the list of critters since it was alphabetical. No, the later ones on the list are more likely to be capstone opponents.


I was thinking with the ninjas using its capstone ability before teleporting in.

I do enjoy reading the build of the solar and the others

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Shasf wrote:

I was thinking with the ninjas using its capstone ability before teleporting in.

I do enjoy reading the build of the solar and the others

The capstone is nice but it's still defeated by Blindfighting. It doesn't let the target see them but it prevents the target from losing their dex bonus so no sneak attack and no ability damage. It also drops the miss chance against them by a LOT.

It's nice but not effective.

Lantern Lodge

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Mathwei ap Niall wrote:
FrodoOf9Fingers wrote:

Addedum: If there's no way to sneak up to the house, then he uses Elemental Body to accomplish the task, making him even harder to detect. He pops up again right next to the entrance, dismisses Elemental Body, and then continues on as planned.

Even if the angel knows about what time I am coming, he doesn't know exactly when, and can still be surprised by an opponent he hasn't detected.

Well with his truesight and nothing to hide behind you can't actually sneak up on him so no Surprise round so you go directly to round 1 starting with the quickend Dispel Magic which fails as you rightly suspected. At this point without actually seeing your character sheet we have no idea what happens but I do have a few questions before we respond to this.

A). How is the kensai getting 6 attacks a round (3 from level, 1 from haste and 1 from spellcombat = 5).
B). How are you getting from the edge of the shrine all the to Balthazar while performing spellcombat?
C). How are you using truestrike on 2 different attacks and when are you actually casting it?
D). Uhmm, Dispelling strike doesn't work that way
It's dispel magic not greater dispel so only affects 1 spell.
It costs a swift action to use so no quickened spell that round.
It only uses your magus level not your caster level for the check so you max out at 30 check against the 34 needed to dispel this target
E). You spent your swift action activating dispelling strike so you can't use Arcane Accuracy or Perfect Strike
F). Finally how are you wielding two weapons while performing spellcombat? That is intrinsically denied by the rules of spellcombat.

At this point there's enough confusion in your actions and no character sheet responding to this is problematic at best.

So, to explain myself:

A):
he's not, he's getting 5 attacks, broken down to 4 attacks and 1 disarm attempt. The math should be corrected with thus for clarification:
Disarm + 1d6+24 + 7d6+128 + 2(4d6+33) + 5d6+100(Elemental Frostbite)

You might be getting confused on disarming both the weapon and the rod, this occurs due to the disarm rules, stating that if your disarm roll beats their CMD by ten or more, you disarm both hands.

B):
I think most of these questions stem from the Surprise Round. Sneaking from the edge of the areana to 120 feet away from the solar is cake, I have invisability and the Solar's true seeing only extends out to 120 feet. It's closer than that that is the issue. I was under the impression that he was inside some sort of house.

There are three different means to get to the Solar:

1. Cover, if there's enough cover to hid behind to get to 60 feet away from the solar, it is used.
2. Concealment, I stated that I waited until it got dark before trying this encounter. Darkness provides concealment, allowing me to use the stealth skill.
3. If there's no cover, and the heavens never get dark enough for the concealment option, then Kikiamori uses Elemental Body, turns into a earth elemental, and proceeds to approach under ground.

All three of these options defeat any senses the Solar has, since true seeing only blocks magical forms of concealment, not mundane. The stealth calculation presented was all from non-magical sources. The only problem from here on is whether there is any type of cover between 60 feet away and the solar. When I thought home, I thought there was a house (why else would the solar leave his home to shoot martials?) Shrine makes me think of rocks, or raised beds, or bushes, or something other than just plain nothingness. If that's different I'd need to know.

If there's absolutely nothing between us, I get 120 feet away, and charge in, using a quickened Greater Dispel Magic. Or, I use a swift action Quickened Greater Dispel Magic, and then Dimension Door in. Either would get us to the next round at the same point.

C):
I think this also stems from the Disarm rule: I'm not getting two disarm attempts, and I'm not factoring in truestrike anywhere else. If I beat his CMD by ten or more, I disarm both hands. As for when I'm casting it, I have placed on me with contingency, with the triggering event being "When I begin a combat maneuver".

D):
I never did use dispelling strike, I used a Greater Dispelling Weapon, that might clarify it for you. It uses a free action on any hit. The caster level for this check is 20 (my CL) + 4 (otherworldly kimono) + 5 (weapon's enhancement bonus) + 1d20, a 39 on a ten, well high enough to dispell the Solar. If it was a critical hit, that'd increase to 44.

E):
I didn't use a swift action of dispelling strike, I used a dispelling weapon. I used the quickened spell during the surprise round, and I used Arcane Accuracy (not accurate strike, though I do have that too) in round 1.

F):
I apologize, I forgot to mention that I drop the dispelling weapon and quickdraw out my main hand weapon, a very common tactic that this magus has used.

The character sheet was presented in the original Beastmass thread, I thought it was also here, my bad. But you've seen and commented on the general build several times in another thread O.o.

I guess one question stands: Is Balthazar inside of a building of some sort, or is there cover, or is there direct line of effect?

Kikiamori:
Kikiamori, Kensai Magus (Frostbite Build)
Samsaran
Base:
STR: 9 DEX: 16 CON: 12 INT: 19 WIS: 9 CHA: 7
Venerable Age:
STR: 3 DEX: 10 CON: 6 INT: 22 WIS: 12 CHA: 10
Gear:
STR: 9 DEX: 26 CON: 18 INT: 38 WIS: 18 CHA: 10

Spell gained from Samsaran
Resist Energy (Wizard 2)
Dimensional Anchor (Summ 3)
Freedom of Movement (Bard 4)
Echolocation (Bard 4)
Greater Dispel Magic (Bard 5)
Dance of a Thousand Cuts (Bard 6)
Contingency (Wizard 6)

Traits:
Magical Lineage: Frostbite
Bruising Intellect

Feats:
1. *Weapon Focus
1. Weapon Finesse
3. Enforcer
5. Rime Spell
5. Quickdraw
7. Greater Weapon Focus
9. Critical Focus
11. Elemental Spell
11. Bleeding Critical (changed out for Extra Arcana: Arcane Cloak)
13. Dazzling Display
15. Shatter Defenses
17. Staggering Critical
17. Critical Mastery
19. Extra Arcana: Reflection

Arcana:
3 Arcane Accuracy
6 Lingering Pain
12 Accurate Strike
15 Quicken Arcana
18 Bane
19 Reflection

Items:
+1 Agile, Cruel, Merciful, Keen Wakishazi
+1 Greater Dispelling Wakishazi
+1 Impervious Spell Storing Anchoring Adamentium Wakizhasi
=113,705 with Dimensional Anchor

Armor:
Determination, Silken Ceremonial Robe
= 31,150

+6 int/wis 90,000
+6 dex/con belt 90,000
Mantle of Immortality 50,000
Otherworldly Kimono 67,000
Sandals of Quick Reaction 4,000
Crown of Conquests 24,600
Amulet Natural armor +5 50,000
Ring of Protection +5 50,000
Eyes of the Eagle 2,500
2 Cracked Pale Green Prisms 8000
8 Traveling Spellbooks 80
Bag of Holding 2,500
6 Pearls of Power 6,000
=444,700

wands rods, and scrolls
Shield 750
Mage Armor 750
2x Wand of Infernal Healing
2x lesser rod of Extend 6,000
Rod of Extend 11,000
Lesser rod of dazing 14,000
=34,000

Used Items:
Tome +5 of Intelligence 137,500
Manual +4 Dexterity 110,000
=247,500

Total = 871,057
Out of 880,000

Lantern Lodge

As for letting other players decide the actions of the participants character... well, It's too much work, and many of the participants will feel cheated. The participant knows best how his character works, and so he should be the one making decisions.

As for the monsters, well, if they make a mistake on their behalf, then let the community comment. In the case of Kikiamori VS Balthazar, Balthazar doesn't even get a single action, so it's a moot point there.

BTW, Balthazar's health is a little wonky... The blood spell only allows you to take away a max of 25 health, not 35. In addition, his constitution should be mentioned as being 2-3 lower, due to those darn drugs (Aether deals 1d2 con damage, as does zerk. Odds are, the angel takes 3 con damage, losing 40hp, which is guaranteed if we use averages)

At the end of the day, the Solar's HP should be 22d10+242 = 363
After Drugs: 22d10+202 = 323
After Bloodsworn: 22d10+202 = 323, with an always on 25 damage, reducing him to 298 HP.

Lantern Lodge

Ninja Versus Blind-fighting (and blindsight for that matter). Somewhat simple solution: Don't be in melee :P, shoot the suckers from afar! Odds are most monsters won't have Greater Blind-Fighting, and if they do, it's a simple matter of taking a 5 foot step between full attacks :P

Now, a Melee Ninja could find other ways to bypass the issue. Shatter Defenses + the enforcer feat, for example. Applying the entangled condition also works, though I'm not sure where to get that with a single classes ninja (other than the Net, of course).


Statistical and probability mathematics is a little more complicated than I thought when trying to apply it to this problem of mine.

Miss/Hit Ratio on a d20
miss: 1 - # need to hit -1
hit: # needed to miss +1 - 20
critical threat #s: 1, 2, 3, 4, 6
critical confirmation miss: 1 - # needed to hit -1
critical confirmation hit: # needed to miss +1 - 20

Saves
Failure/Success
critical failure: 1
failure: 1 - # needed to succeed -1
success: # needed to fail +1 - 20

The ratios for skill checks, ability checks, ect. can use the same probability as the miss/hit ratios for attack rolls.

Yes, it would be very complicated.

But I think builds that cannot get very high to hit, saves, ect should still be viable by showing what they can still do, while having percentages to show that while awesome it may not happen all the time.

Dark Archive

FrodoOf9Fingers wrote:
Mathwei ap Niall wrote:
FrodoOf9Fingers wrote:

Addedum: If there's no way to sneak up to the house, then he uses Elemental Body to accomplish the task, making him even harder to detect. He pops up again right next to the entrance, dismisses Elemental Body, and then continues on as planned.

Even if the angel knows about what time I am coming, he doesn't know exactly when, and can still be surprised by an opponent he hasn't detected.

Well with his truesight and nothing to hide behind you can't actually sneak up on him so no Surprise round so you go directly to round 1 starting with the quickend Dispel Magic which fails as you rightly suspected. At this point without actually seeing your character sheet we have no idea what happens but I do have a few questions before we respond to this.

A). How is the kensai getting 6 attacks a round (3 from level, 1 from haste and 1 from spellcombat = 5).
B). How are you getting from the edge of the shrine all the to Balthazar while performing spellcombat?
C). How are you using truestrike on 2 different attacks and when are you actually casting it?
D). Uhmm, Dispelling strike doesn't work that way
It's dispel magic not greater dispel so only affects 1 spell.
It costs a swift action to use so no quickened spell that round.
It only uses your magus level not your caster level for the check so you max out at 30 check against the 34 needed to dispel this target
E). You spent your swift action activating dispelling strike so you can't use Arcane Accuracy or Perfect Strike
F). Finally how are you wielding two weapons while performing spellcombat? That is intrinsically denied by the rules of spellcombat.

At this point there's enough confusion in your actions and no character sheet responding to this is problematic at best.

So, to explain myself:

** spoiler omitted **...

Ahh, that answers a few questions but unfortunately costs Kikiamori the fight.

And I do apologize for the vagueness of the "shrine" reference (shrines are usually small, open air structures set out to be seen from a distance) so usually have no walls or obstructions to viewing it and all brush is trimmed back. I will make a note to clean up the location descriptions in the future.
The Con damage means nothing to a creature with Lesser restoration as an at-will ability it's restored immediately after ingesting the drug.
As for the missing 10HP you neglected to look at his items. He's wearing a ring of Terrible Costs that eats 10 HPs and gives him a floating +5 to use on certain die rolls as he sees fit (immediate action).

1).

Spoiler:
Getting to 120 ft away doesn't protect you nor does the darkness. His low light and high perception score lets him see normally in an area of low light which is what is usually around an outdoor shrine. (your decision to make your attacks at night however lets him know to prepare for night fighting so he'd without a doubt add a buff to improve his night vision and range. He did commune specifically to know and prepare for these contingencies).
Between True seeing, Darkvision, Low-light seeing and a +38 perception (base before buffs) Balthazar can easily make the DC 32-ish check to determine there is an invisible target about. This kicks in the 2 free prep rounds that the Beastmass challenge gives to creatures on their home turf. One of those actions is to tell (free action) his intelligent greatsword to activate itself, you'll be eating that full attack as soon as you get in range.

2).

Spoiler:
Per your plans since there is no concealment or cover Kiki turns into an earth elemental and gets close. Unfortunately this absorbs all of his gear (especially his weapons though he could drop them and pick them up after changing but if he grabs more than one that prevents him from doing spell combat). As he moves in he takes a -35 (or -45 if he's charging) to his stealth (default -10 for moving at full speed while invis or -20 for charging while invis, -5 for moving while stealthed and -20 for speaking or in combat which a charge means you are). These penalties drop your stealth check well into the range of Balthazars perception before buffs. (we guess you still haven't posted a complete character, no skills, no weapon breakdowwns, running buffs, etc.)

3).

Spoiler:
Your weapon breakdown is incorrect as well.
Your weapon IS considered epic but it's not Epic AND evil so the DR still works dropping 15 off of every attack decreasing your damage by 60.
Also since you went elemental form his Kimono deactivated (it is an activated item) dropping his caster level by 4/6 making his Dispels incapable of breaching the 34 DC for his greater dispel to work keeping all his buffs up. This also drops your SR penetration checks to max at 31 so none of your sells can penetrate his SR.
This lets him completely absorb all the fire damage from frostbite between his SR, pro Fire and Resist Energy fire.
Even if you could get past that don't forget he has a Commanding runeforged weapon. The first 3 Transmutation spells that hit him are automatically negated. Frostbite is a transmutation spell so it doesn't work on him regardless of anything else.

Dispelling Weapon error:
Finally, there is no greater dispelling weapon though there is a Dispelling burst weapon. If that's the one you meant you should realize that weapon only applies it's Enhancement bonus to the dispel check on a crit. That's the difference between it and the normal dispelling weapon.

Now, with all that said here's the things you neglected to account for that will kill Kiki from the tactics you have chosen.
A). Disarming his intelligent, dancing weapon will constantly attack you and uses all his bonuses and buffs. He's technically in 2 places at once for this. (I chose not to use impart mind on the bow since that was somewhat obnoxious but animate object is still an option on the table since it's an at will ability)
B). You didn't bypass the Solar's DR so your damage drops by 15pts per hit.
C). The dispel Magic from your weapon uses the caster level of the item to resist the dispel magic. Remember, dispel magic targets the CASTER which is the weapon and it's highest caster level which is CL 12 for Dispelling Burst (CL 10 for regular dispelling).
D). You have no means of doing Evil damage so you cannot stop his Regeneration from working. You can't actually KILL him, only incapacitate him.
Tangent, per the Beastmass rules I'm not showing how to determine the results of d100 rolls. Sevberal spells/abilities due that and it can make a major difference in some cases

I must congratulate you though, this is a dangerous build and has shown me a few weaknesses I neglected to patch. We will need to add at least 2 points to his Caster Level as well as make use of his Contingency spell, through a spite effect on his armor and stop avoiding giving the bow it's own actions.
Balthazar will learn from this fight and be better prepared for the next contest.


Mathwei ap Niall wrote:

It took a bit longer then I had planned but here is the first of the Beastmass challenge creatures who have prepared themselves for this fight.

Balthazar the Champion
Solar champion and master of the duel

** spoiler omitted **...

I had to relook at this for the mage's disjunction. While it is true that he has a good chance of making the save every time.

I applied the critical threat/confirmation rule to saving throw failure as well and the multiple dice rule from the beastmass.

caster's favor:

(save) Eaglesoul: 20Hours
(save) Bloodsworn Retribution: Duration of Beastmass
(save) Nine Lives
(save) Hallow: Counterspell at 21st caster level (aether when cast)
(save) Impart Mind (Greatsword)
(save) Resist Energy Fire & Electricty
(save) Protection from Energy Fire & Electricity
(save) +5 full plate
(save) +5 dancing greatsword
(save) +5 composite longbow [+9 Str bonus])
(save) Cracked Dusty Rose Ioun Stone (500GP)
(failed on a 1; destroyed) Cloak of Resistance +5 (25,000GP)
(failure) Cracked Pale Green Prism – Saves (4000GP)
(failure) Rod of Absorption (50,000GP)
(failure) Spiked Gauntlet +1(Dueling & Runeforged-Comanding) 32,000GP
(failure) Ring of Terrible Cost (20,000GP)
(failure) Belt of incredible Dexterity +6 (36,000)

*quickened casting of mage's disjunction again*

Every item fails however, if we continue the rolls from the previous section:

(failure) Eaglesoul: 20Hours
(failure) Bloodsworn Retribution: Duration of Beastmass
(failure) Nine Lives
(failure) Hallow: Counterspell at 21st caster level (aether when cast)
(failure) Impart Mind (Greatsword)
(Success; rolled a 20) Resist Energy Fire & Electricty
(failure) Protection from Energy Fire & Electricity
(failure) +5 full plate
(failure) +5 dancing greatsword
(failure) +5 composite longbow [+9 Str bonus])
(failure) Cracked Dusty Rose Ioun Stone (500GP)
(failure) Cloak of Resistance +5 (25,000GP)
(failure) Cracked Pale Green Prism – Saves (4000GP)
(failure) Rod of Absorption (50,000GP)
(failure) Spiked Gauntlet +1(Dueling & Runeforged-Comanding) 32,000GP
(failure) Ring of Terrible Cost (20,000GP)
(failure) Belt of incredible Dexterity +6 (36,000)
(failure; rolled a 1) *item/buff*

I know the solar has chances to reroll a failed save, by the reading, he cannot use nine-lives on his items, though if he can the diviner wizard may have contingency for these occasions.

What they may be, I'm not sure, I'm just showing what may be possible.

Solar's favor:

(save) +5 full plate
(save) +5 dancing greatsword
(save) +5 composite longbow [+9 Str bonus])
(save) Cracked Dusty Rose Ioun Stone (500GP)
(save) Cloak of Resistance +5 (25,000GP)
(save) Cracked Pale Green Prism – Saves (4000GP)
(save) Rod of Absorption (50,000GP)
(save) Spiked Gauntlet +1(Dueling & Runeforged-Comanding) 32,000GP
(save) Ring of Terrible Cost (20,000GP)
(save) Belt of incredible Dexterity +6 (36,000)
(save) Eaglesoul: 20Hours
(failure; rolled a 1) Bloodsworn Retribution: Duration of Beastmass
(save) Nine Lives
(save) Hallow: Counterspell at 21st caster level (aether when cast)
(save) Impart Mind (Greatsword)
(save) Resist Energy Fire & Electricty
(save) Protection from Energy Fire & Electricity

*quickened casting of mage's disjunction again*

we'd get the nine-lives buff


A dispelling burst weapon does allow for a greater dispel magic to be stored though:

A dispelling burst weapon functions like a dispelling weapon but may store dispel magic or greater dispel magic. In addition, these spells can be discharged as a free action when the wielder of a dispelling burst weapon confirms a critical hit. When the wielder does so, the bonus to the check made to dispel (including from dispelling strike, spell sunder, or sunder enchantment) increases by an amount equal to the weapon's enhancement bonus or the weapon's critical multiplier (whichever is higher).

If a dispelling burst weapon confirms a critical hit while it is not currently storing a dispel magic or greater dispel magic spell, yet if the wielder has either spell prepared (or is a spontaneous caster able to cast either spell), she may cast either spell into the weapon as a swift action and then immediately discharge it into the target as a free action.

Lantern Lodge

:), the debate continues!

First: My Skillz

Skills:
acro=25
disable device=25
disguise=20
fly=28
intimidate=41
knowledge:
arcana 41
dungeoneering 37
engineering 19
geography 19
history 19
local 19
nature 34
planes 37
religion 34
perception 29
sense motive 24
spellcraft 37
stealth 28
UMD 23

1:

1. Darkvision only extends out to 120 feet as well. Low-light vision has a range too, but if the heavens don't get dark enough (when I say dark, like nighttime dark) then there's no point, Kikiamori used cover or earth glide.

True seeing, darkvision, and low light vision all have ranges, and do nothing for him, as the Magus is standing 120 feet away, preparing to charge. His base stealth is 28, but it bumps up to 42 after using arcane cloak, meaning he wins the opposed stealth/perception roll.

As for earth glide, the main point of that was to get to a place where of concealment/cover from the angel within 60 ft. No such place, so Kikia will have to charge or use D-door.

Which he probably does now that I think of it, makes sense. So, from about 150 ft away (invisible, using the stealth skill, the solar is unable to detect Kikia), Kikia casts quickened Greater Dispel Magic, and then D-doors right next to the solar. Then it continues on just as I mentioned it would.


3:

3. Fortunately for me, my +5 weapon bypasses alignment based DR as well :P.

As for the caster level checks: No elemental body = no problems there. In addition, I think your misreading Dispelling Burst Weapon. It states right at the begining that it acts as Dispelling, and then says "in addition to". Meaning it keeps everything from the base version. In addition the bolded part of this sentence clearly references the base bonus: "the bonus to the check made to dispel (including from dispelling strike, spell sunder, or sunder enchantment) increases by an amount equal"

So +5 to the check on a normal hit, +10 to the check on a critical hit (The rules forum would be a better place to comment on this). Finally, the runeforged weapon doesn't absorb any transmutation spells if it is not in your possession, in fact I disarmed it and it's lying on the ground (Or dancing).

So, to recap: No hit to SR (Kimono still works normally, and if I wanted to, I could absorb an innocent for ten mins to increase my CL checks by 2) (Even in elemental form, the Kimono's passive +4 is still active)
+5 weapon bypasses the Evil DR

The things that can kill me?:

1. Don't care about the weapon. It has to beat my AC, which when buffed as such, is at 56 (10 + 4 (mage armor) + 4 (shield) + 8(dex) + 14(int) + 5(NA) + 5(deflection) + 5 (dance of 1000 cuts) + 1(haste from 1000 cuts)). IF the weapon does hit me, it doesn't have true seeing, and so it has a 1 out of 9 chance to hit me after mirror images.

2. I did bypass her DR...
3. Actually, the CL on the weapon is 15 (from being +5 after using my arcane pool), but that's a moot point: If you tried to dispel my weapon, I'd use my reflection arcana (and burn the arcane pool doing so) to negate the attempt, along with any direct target spells.

4. Your right about the regeneration part, I can't stop it (as is). But I didn't plan on killing either, if I did my character would have brought a flask of unholy water. Nah, instead my character is there to see if it can defeat the angel, not kill it.

I apologize for the lack of a nicely made character sheet, it takes a very long time to make one and most of the software I've found has been useless for the purpose, due to it not being able to accommodate the things it needs to.

Lantern Lodge

There's still a few changes I can to squeeze out of the Kensai before I finalize finalize him, so I'm not going to put down the full character sheet, though anything needed to know can still be derived.

Lantern Lodge

Overall though, this Angel was a tough one. Lots of things to consider all at once. I think the best path to take with him is not try to counter specific things, but to increase it overall. The drugs were a pain, I've never had to deal with them and looking the up took quite a bit of time.

It really boiled down to two things: First, getting a surprise round (accomplished through quickened Dispel and D-door). Second, knocking out the angel in one round, (accomplished through successful dispelling, successfully bypasses SR, and plain old doing enough damage). If the solar was able to to withstand the damage or be within 1 rounds worth of regeneration to waking up, this would have been a different story. A teleport later, and the Angel is healing and buffing for 4 rounds before it's required to come back (Not entirely sure how it'd go from there).

Good fight, good fight.

Lantern Lodge

If you can though, in the future, avoid the Dancing weapon property. It's not nearly as good as it could be. It only gets a maximum of +20 on it's attack rolls, plus any buffs it somehow gets O.o.


I wonder if there is a bard build that could defeat (kill or incapacitate) the Solar, Balthazar the Champion.

Though I am still working on the math aspect of the challenge, though the 12 rolls system from the original beastmass are a very good starting point.

Every twelve rolls is a hit (natural 20 [with critical confirming])

To expand on this, if there are more chances to miss/fail a save, ability check, ect..., then every 12th roll should result in an opposite outcome of the norm.

Attack rolls though should be that after a critical hit/confirmation, the 12th die roll afterwards should result in a miss.

Beastmass wrote:
Single d20s always result in 10, multiple d20s (like full attacks) go 10-11-9, 10-9-11, and repeat. Threats kick in when the percentages from hits (not misses) build up to 60% within or over rounds (eg. 12 basic /20x2 hits would offer one threat and confirmation)

single die roll and multiple dice rolls:

Higher chance of success with rolls, after 12 rolls combined: failure
Higher chance of failure with rolls, after 12 rolls combined: success

Though this needs to be expanded it is late for me.

Lantern Lodge

I don't know bards well enough, I've never played around with the class at all, except maybe as a dip for a different class.

As for the hour, Same here... time to sleep... I have to get up early and take my amazing pregnant wife for our first doctor's visit (exciting!)


FrodoOf9Fingers wrote:

I don't know bards well enough, I've never played around with the class at all, except maybe as a dip for a different class.

As for the hour, Same here... time to sleep... I have to get up early and take my amazing pregnant wife for our first doctor's visit (exciting!)

Congratulations! May everything go as expected, and better.

Dark Archive

Shasf wrote:
Mathwei ap Niall wrote:

It took a bit longer then I had planned but here is the first of the Beastmass challenge creatures who have prepared themselves for this fight.

Balthazar the Champion
Solar champion and master of the duel

** spoiler omitted **...

I had to relook at this for the mage's disjunction. While it is true that he has a good chance of making the save every time.

I applied the critical threat/confirmation rule to saving throw failure as well and the multiple dice rule from the beastmass.

** spoiler omitted **...

You forgot the CL23 Dispel magic (counterspell) from the Hallow spell and the automatic absorption from the Rod. The disjunction will never succeed.

At this level of the game it's all about layered defenses.


Mathwei ap Niall wrote:
Shasf wrote:
Mathwei ap Niall wrote:

It took a bit longer then I had planned but here is the first of the Beastmass challenge creatures who have prepared themselves for this fight.

Balthazar the Champion
Solar champion and master of the duel

** spoiler omitted **...

I had to relook at this for the mage's disjunction. While it is true that he has a good chance of making the save every time.

I applied the critical threat/confirmation rule to saving throw failure as well and the multiple dice rule from the beastmass.

** spoiler omitted **...

You forgot the CL23 Dispel magic (counterspell) from the Hallow spell and the automatic absorption from the Rod. The disjunction will never succeed.

At this level of the game it's all about layered defenses.

Hmm, I'll have to see about the rod again, if it affects ArE spells.

Though the caster level bit, I will have to put together a sample build to see if I can overcome that. Though with an hour of prep I have a sample dhampir mage that has a cl of 35 with spell dc of 43 or 45


Rod of Absorption:
This rod absorbs spells or spell-like abilities into itself. The magic absorbed must be a single-target spell or a ray directed at either the character holding the rod or her gear. The rod then nullifies the spell's effect and stores its potential until the wielder releases this energy in the form of spells of her own. She can instantly detect a spell's level as the rod absorbs that spell's energy. Absorption requires no action on the part of the user if the rod is in hand at the time.

Mage's Disjunction:
All magical effects and magic items within the radius of the spell, except for those that you carry or touch, are disjoined. That is, spells and spell-like effects are unraveled and destroyed completely (ending the effect as a dispel magic spell does), and each permanent magic item must make a successful Will save or be turned into a normal item for the duration of this spell. An item in a creature's possession uses its own Will save bonus or its possessor's Will save bonus, whichever is higher. If an item's saving throw results in a natural 1 on the die, the item is destroyed instead of being suppressed.

So disjunction would still work, now for the caster level bit.

Karma Bead - +4 CL for 10 minutes a day.
Orange Prism Ioun Stone - +1 CL
Myrrh - Spells of the abjuration school are cast at +1 caster level for the purpose of caster level checks and dispel checks.
Mugwort Extract - Spells of the abjuration school are cast at +1 caster level for the purpose of determining range.
Death Knell - +1 CL 10min/HD
Aether - +1 CL or
Mumia - +1CL and chance of becoming a ghoul/ghast

+7 CL with no feats used

magic tattoo - +1 CL
spell perfection - +1 CL for the spell

so we have a CL of 29 for Mage's Disjunction

Now for the spell DC:

Peri-blooded Aasimar with alternate racial trait to gain higher Int.

18 Base
+4 Racial
+4 Fox’s Cunning
+4 Idealize
+5 Levels
+5 Book/Wish
+3 Age
---------------
43 (+16)

10 Base
16 Int
09 Spell lvl
02 spell focus, greater spell focus
02 focused spell for one creature
04 spell perfection
-----
43

Now if I use a feat for extra traits that gives me the eastern mysteries trait: I could get +4 to that DC 1/day, but that would perfect.

Even the +2 is nice for this purpose because then the Caster's Favor scenario kicks in.

Now if I get the +4 and we go by the beastmass rules, the Solar fails all saves and now has no magical gear, the divination wizard casts a quickened time stop (and now has 3 - 4 rounds [roll of 2 or 3]) and then can set up a new way to defeat the Solar Champion.


Though i am not sure if the wizard presented is legal


Shasf wrote:

I wonder if there is a bard build that could defeat (kill or incapacitate) the Solar, Balthazar the Champion.

Though I am still working on the math aspect of the challenge, though the 12 rolls system from the original beastmass are a very good starting point.

Every twelve rolls is a hit (natural 20 [with critical confirming])

To expand on this, if there are more chances to miss/fail a save, ability check, ect..., then every 12th roll should result in an opposite outcome of the norm.

Attack rolls though should be that after a critical hit/confirmation, the 12th die roll afterwards should result in a miss.

Beastmass wrote:
Single d20s always result in 10, multiple d20s (like full attacks) go 10-11-9, 10-9-11, and repeat. Threats kick in when the percentages from hits (not misses) build up to 60% within or over rounds (eg. 12 basic /20x2 hits would offer one threat and confirmation)

single die roll and multiple dice rolls:

Higher chance of success with rolls, after 12 rolls combined: failure
Higher chance of failure with rolls, after 12 rolls combined: success

Though this needs to be expanded it is late for me.

Thoughts?


Actually while building the bard, using just a straight bard (no archetypes), it seems like a very viable candidate to go through beastmass.

They have many immediate and swift action spells as well.

I am really liking the masterpieces as well.


Bard:

Bardicus Musicus
N Old Male Human Bard 20 (Humanoid [Human])

Initiative +11; Senses Perception 22
--------------------
DEFENSE
--------------------
HP 74 (20d8-20)
AC 10, touch 10, flat-footed 10 (+0 Dex)
Fort +5, Ref +12, Will +14; +4 vs. bardic performance, language-dependant, sonic effects
--------------------
OFFENSE
--------------------
Speed 30ft (6 squares)
Melee Unarmed Strike +0 (1d3-0 /20x2)
SA bardic performance 53 rounds/day (swift action; DC 31 mod; countersong, deadly performance, dirge of doom, distraction, fascinate, frightening tune, inspire competence +6, inspire courage +4, inspire greatness, inspire heroics, mass suggestion, soothing performance, suggestion)
Bard Spells Known (CL 20th; Concentration +20; DC 21 + spell level):
6 (5/day) dirge of the victorious knights, fool’s forbiddance, greater shout, overwhelming presence
5 (5/day) deafening song bolt, greater dispel magic, frozen note, ki shout, resonating word, shadowbard, shadow walk, false vision
4 (5/day) dance of 100 cuts, dimension door, echolocation, freedom of movement, shocking image, virtuoso performance
3 (5/day) clairaudience/clairvoyance, cure serious wounds, dispel magic, exquisite accompaniment, haste, purging finale, see invisibility
2 (5/day) acute senses, allegro, alter self, cure moderate wounds, glitterdust, heroism, pyrotechnics
1 (5/day) anticipate peril, expeditious retreat, feather fall, magic aura, saving finale, summon minor monster, weapon wand
0 (at will) dancing lights, detect magic, ghost sound, light, mending, prestidigitation, read magic, spark, summon instrument
Bardic Masterpieces ancient’s flight (1 full round; 2 bardic performance rounds/round active; 5th level spell slot), at the heart of it all (5 full rounds; 5 bardic performance rounds; lasts 24 hours; 3rd level spell slot), clamor of the heavens (3 full rounds; 3 bardic performance rounds/round +1 each round; 5th level spell slot), pallavi of nirvana’s blossoming (3 full rounds; 3 bardic performance rounds; lasts 20 minutes; 4th level spell slot); rat quadrille (1 standard action; 3 bardic performance rounds; 10 minutes or 1 minute; 2nd level spell slot), the dumbshow of gorrac (1 full round; 2 bardic performances; 2nd level spell slot), the winds of the five heavens (3 full rounds; 3 bardic performances; lasts 200 minutes; 4th level spell slot), triple time (1 minute; 1 bardic performance; lasts 1 hour; 1st level spell slot); vindictive soliloquy (5 full rounds; 5 bardic performances; lasts 20 minutes or 15 bolts; 4th level spell slot), the canticle of joy (1 round; 1 bardic performance/round; 3rd level spell slot)
song of extinction (5 full rounds; remaining performances for the day; 6th spell slot)
--------------------
STATISTICS
--------------------
Str 5, Dex 11, Con 9, Int 20, Wis 14, Cha 32
BAB +15; CMB +15; CMD 25
Skills Knowledge (arcana) +25, Knowledge (dungeoneering) +25, Knowledge (engineering) +15, Knowledge (geography) +15, Knowledge (history) +15, Knowledge (local) +15, Knowledge (nature) +25, Knowledge (nobility) +15, Knowledge (planes) +25, Knowledge (religion) +25, Linguistics +15, Perception +22, Perform (comedy) +31, Perform (dance) +31, Perform (key-board instruments) +31, Perform (oratory) +31, Perform (sing) +31, Perform (wind instruments) +31, Spellcraft +25, Use Magic Device +31
Feats
Noble Scion of War
1
Craft Wondrous Items
Craft Magic Arms and Armor
7
9
11
13
15
17
19
--------------------
SPECIAL ABILITIES
--------------------
Languages Varisian, common, draconic, celestial, infernal, abyssal, thassilonian, necril, giant, azlanti, ancient osiriani, undercommon, aklo, auran, terran, ignan, aquan, aboleth, elven, goblin, orc
SQ bardic knowledge +10, jack-of-all-trades (use any skill, all skills are class skills, take 10 on any skill), lore master 3/day, versatile performance (dance [acrobatics, fly], comedy [bluff, intimidate], oratory [diplomacy, sense motive], keyboard instruments [diplomacy, intimidate], wind [diplomacy, handle-animal]), well-versed
Gear 880,000 + 440,000

tome of Int Wis, Cha +5 – 412,500

Still a work in progress, but I think he might be able to pull of the beastmass and comes with a wide variety of choices for each encounter. Like a magical swiss army knife that can kill, stun, deafen, blind, cc, damage, know-it-all, bluff, diplomacy, intimidate, skill monkey almost.

Just need to look through feats and get him magic items.

In the meantime though this is what I've also come up with for running the beastmass itself:

Character Creation Rules:


  • Use 20 point buy for ability score generation
  • Any paizo created race is acceptable (no custom races)
  • Monsters as PCs, use CR as their baseline level (20HD max)
  • Any class from paizo is acceptable (no 3rd party materials; i.e. dream scarred press, frog god games, ect.)
  • Characters start with 2 traits (these cannot be campaign traits meant for AP character creation)
  • Use standard WBL for PCs (880,000gp for a 20th level character)
  • If the character has a crafting feat, then their WBL increase by 25%, if they possess 2 or more crafting feats then their WBL increases by a total of 50%; If the character also possesses the hedge magician trait, their WBL increases by an additional 5%, so one item feat and the trait would be a 30% increase, two or more crafting feats and the trait gives them a 55% increase.
  • Custom magic items cannot be used; however slot changes for items will be acceptable with a 25% cost increase of the crafting cost or a total of a 50% increase of the market cost.
  • Use market cost of magic items, not crafting cost for magic items, when purchasing them.
  • If the character possesses an appropriate Craft skill to make mundane items, they can purchase them for half of the market cost.
  • Leadership is allowed, however followers and cohorts use NPC wealth by level and cannot transfer any wealth to the character that took leadership; unless it is to bring the character back to life and have restoration cast upon them. Doing this though may place followers and cohorts in harms way and should be noted in the combat section.


Combat Rules:


  • Combats should be as descriptive as possible
  • Creatures will always start with an attitude of hostile towards the PC.
  • Gathering information on creatures is crucial for any PC, but to represent the more unusual creatures in each bestiary after the first, we need to make it more difficult.
  • The baseline is the Bestiary 1, which allows for Knowledge DCs at 10 + CR/ +5 after that to know more about the creatures.
  • Knowledge checks DCs for Bestiary 2 are: 15 + CR/ + 5 for each ability after the initial result
  • Knowledge checks DCs for Bestiary 3 are: 20 + CR/ + 5 for each ability after the initial result
  • Knowledge check DCs for Bestiary 4 are: 25 + CR/ + 5 for each ability after the initial result; however the base DC will increase on a 1:1 basis if the creature has Mythic Ranks.
  • For encounters, there should be one with a surprise round for the monster, one with no surprise round, and one with a surprise round for the PC.
  • Any creature or PC that has a surprise round also gets two free rounds to buff themselves; this time may be extended by casting the spell time stop or similar effects.
  • As an additional advantage to the creatures, they have fore-knowledge of the characters abilities when they receive a surprise round and when no surprise round occurs to better adjust their tactics to the PC. How the creature acts with this knowledge is dependant on their Int and Wis scores. A highly intelligent creature can come up with amazing plans, but if they have a poor wisdom score they may not know how to execute their plan properly. Is a creature has a high wisdom score but a low intelligence score, they have wonderful instincts but may not know how to use tactics and strategy.
  • For combats that include powerful abilities and spells, such as wish, the creature would most likely pick something that is very debilitating to the opponent. (Ex: a pit fiend fighting a character who relies heavily on magic items would wish for an AMF, Mage’s Disjunction, or a Negating field [words of power] before going into melee combat, some widened to encompass a very large area). If a challenger needs help with an appropriate wish, we (as the community) will try to be as constructive as possible.
  • Each combat should occur in the creature’s native habitat, if that habitat is not easily accessible to the PC in question, provide a neutral area where all abilities have the possibility of being used in equal measure. (sounds confusing; will change wording to make it clearer).
  • When a single die is rolled for anything, assume the higher average result for monsters and the lower average result for PCs (d20 for PC: 10; d20 for Monster is 11)
  • Use average results for dice rolls, going from low to high for PCs and high to low for monsters. (d20 for PC: 9, 10, 11, 9, 10, 11 ect; d20 for monsters: 11, 10, 9, 11, 10, 9, ect).
  • Critical threat kicks in when the number of misses (not hits) adds up to 95% within or over rounds (19 misses; nat 20 critical threat not confirmed); addendum, the second critical threat confirms.
  • Critical threat kicks in when the number of hits (not misses) adds up to 95% within or over rounds (20 / x2 weapon) results in a critical threat and confirmation.
  • Feats, abilities, and items change the percentages based on their modifiers; eg Improved Critical improves critical chance by 5% when used on a 20 / x2 weapon; Where as Critical Focus feat increases the chance of confirming the critical by 20%, however if the chance of hitting the creature remains 5% after modifiers, then there is no confirmation (except as noted).
  • These can be adjusted to fit the numerical value needed to hit/miss or save.
  • If the monster has an ability that they can use 1/week or greater, their CR can be reduced by 1 if that ability has been used prior to the challenge; This reduction can be applied multiple times.
  • Monsters with NPC WBL of their CR have their CR increased by 1; This is in addition to any other gear the creature may possess.
  • Monsters with PC WBL of their CR have their CR increased by 2; This is in addition to any other gear the creature may possess.
  • Defensive items should be bought first, then offensive items and consumables; ultimately how the creature spends the wealth is up to the player.


Combat Rules: Winning or Losing:

  • Fleeing the fight will be considered a loss for either participant.
  • Fleeing combat constitutes leaving the field of battle for more than 30 seconds or 6 rounds; The round leaving the area and the round coming back do not count against this time limitation.
  • If either the PC or Creature is rendered unable to fight for more than 10 consecutive rounds, the other is a victor. If this happens to be a tie, then it will be considered a loss for the PC.

Point System:


  • 1 point per Victory
  • 0 bonus points awarded if the CR is below character level
  • 1 bonus point awarded for every CR above the character level
  • 0 points are awarded for being Defeated
  • 1 point is awarded for each duplicate monster added to the encounter (maximum 5 points)
  • 1 point is awarded when the monster has the surprise round
  • 1 point is awarded if this is NOT the first creature defeated that day.
  • 2 points are taken away when the participant has the surprise round
  • 1 point is awarded when the monster has terrain advantages
  • 1 point is taken away when the participant has terrain advantages
  • 1 point is taken away per mythic tier the participant has
  • 1 point is added if the monster has mythic tiers
  • 2 points are taken away for each monster ability suppressed (abilities that can be suppressed are limited to Wish, Miracle, and any ability that is 1/week or less frequent)
  • 5 points awarded for adding a NPC's budget's worth of gear (159,000 at CR 20) to a monster. This is in addition to whatever gear the creature may already have*
  • 10 points awarded for adding a PC's budget worth of gear (880,000 at CR 20) to a monster. This is in addition to whatever gear the creature may already have*
  • Unless the PC is defeated, they can earn a minimum of 1 point per challenge
  • Total points at the end of the challenge for a rating system?

Bestiary 1:


  • CR - 23 - Solar, Angel
  • CR - 20 - Balor, Demon
  • CR - 20 - Pit Fiend, Devil
  • CR - 22 - Red Dragon, Great Wyrm
  • CR - 23 - Gold Dragon, Great Wyrm
  • CR - 22 - Silver Dragon, Great Wyrm
  • CR - 20 - Tarn Linnorm
  • CR - 19 - Shoggoth
  • CR - 25 - Tarrasque

Bestiary II:


  • CR - 20 – Pleroma, Aeon
  • CR - 20 – Draconal, Agathion
  • CR - 19 – Star, Archon
  • CR - 18 – Brijidine, Azata
  • CR - 16 – Astradaemon, Daemon
  • CR - 20 – Olethradaemon, Daemon
  • CR - 18 – Purodaemon, Daemon
  • CR - 19 – Vrolikia, Demon
  • CR - 19 – Immolation, Devil
  • CR - 18 – Crystal Primal Dragon, Great Wyrm
  • CR - 22 – Umbral Primal Dragon, Great Wyrm
  • CR - 20 – Lhaskharut, Inevitable
  • CR - 23 - Jabberwock
  • CR - 21 – Mu Spore
  • CR - 18 – Nightcrawler, Nightshade
  • CR - 20 – Nightwave, Nightshade
  • CR - 17 – Keketar, Protean
  • CR - 20 – Iathavor, Qlippoth
  • CR - 22 – Ravener
  • CR - 19 - Sard
  • CR - 17 - Thrasfyr
  • CR - 21 – Elysian Titan
  • CR - 22 – Thanatotie Titan
  • CR - 15 - Xacarba

Bestiary III:


  • CR - 20 – Asurendra, Asura
  • CR - 17 - Bandersnatch
  • CR - 22 – Tempest Behemoth
  • CR - 20 – Thalassic Behemoth
  • CR - 18 – Thunder Behemoth
  • CR - 18 – Shaddy, Demodand
  • CR - 20 – Arvan, Div
  • CR - 22 – Forest Imperial Dragon, Great Wyrm
  • CR - 20 – Sea Imperial Dragon, Great Wyrm
  • CR - 21 – Sky Imperial Dragon, Great Wyrm
  • CR - 20 – Jinushigami, Kami
  • CR - 20 – Eremite, Kyton
  • CR - 21 – Tor Linnorm
  • CR - 18 - Norn
  • CR - 20 – Void Yai, Oni
  • CR - 20 – Maharraja, Rakshasa
  • CR - 29 – Deep Sea Serpent
  • CR - 18 – Thriae Queen
  • CR - 24 – Hekatonkhirres Titan
  • CR - 19 - Tzitzimitl

Bestiary IV:


  • CR - 17 – MR 00 - Bhole
  • CR - 16 – MR 06 – Flesh Colossus
  • CR - 21 – MR 08 – Iron Colossus
  • CR - 19 – MR 07 – Stone Colossus
  • CR - 28 – MR 00 – Dagon, Demon Lord
  • CR - 26 – MR 00 – Kostchtchie, Demon Lord
  • CR - 30 – MR 00 – Pazuzu, Demon Lord
  • CR - 18 – MR 00 – Lunar Outer Dragon, Ancient
  • CR - 18 – MR 00 – Solar Outer Dragon, Ancient
  • CR - 20 – MR 00 – Time Outer Dragon, Ancient
  • CR - 18 – MR 00 – Void Outer Dragon, Ancient
  • CR - 19 – MR 00 – Vortex Outer Dragon, Ancient
  • CR - 25 – MR 08 - Drakainia
  • CR - 23 – MR 06 - Elohim
  • CR - 30 – MR 00 – Cernunnos, Empyreal Lord
  • CR - 26 – MR 00 – Korada, Empyreal Lord
  • CR - 28 – MR 00 – Vildeis, Empyrial Lord
  • CR - 27 – MR 00 – Bokrug, Great Old One
  • CR - 30 – MR 00 – Cthulhu, Great Old One
  • CR - 29 – MR 00 – Hastur, Great Old One
  • CR - 24 – MR 10 – Guardian Dragon
  • CR - 21 – MR 08 - Julunggali
  • CR - 27 – MR 00 – Agyra Kaiju
  • CR - 26 – MR 00 – Bezravnis, Kaiju
  • CR - 28 – MR 00 – Mogaru Kaiju
  • CR - 20 – MR 00 – Yamraj, Psychopomp
  • CR - 20 – MR 00 – Star-Spawn of Cthulhu
  • CR - 22 – MR 08 – Fomorian Titan

As far as the rolls go, I may just tweak with the original rolling rule from the first beastmass with making it simplified, but still allowing for failure and success in equal measures.

The point system will make it interesting by allowing players to make a a built viable in its own way and competing against builds with a similar focus.


Anything that should change?


I'm making a character to try out. I'll have him posted later. I'm curious to see how he'll fair against Mythic creatures.


Okay, so I decided to submit this rogue.

Kerrik Tor-Name:

Neutral Sniper Rogue 20

Attributes

Str: 24 (+7)
Dex: 34 (+12)
Con: 18 (+4)
Int: 10 (+0)
Wis: 8 (-1)
Cha: 10 (+0)
------------------------

Defenses

HP: 202

AC: 34

Touch: 27 Flat-Footed:26

Fort: 12
Reflex: 27
Will: 10

Spell Resistance: 21

Initiative: +16 (+28)

CMB: 22 CMD: 44

Speed: 30ft, Swim 30ft
------------------------

Offenses

BAB: +15/+10/+5

+5 Distance Composite Shortbow of Endless Ammunition (+7 Str) +35/+30/+25

1d6 + 13

Sneak Attack: 11d6 + 33

Improved Vital Strike: 3d6 + 13

Improved Vital Strike w/ Sneak Attack: 13d6 + 33
------------------------

Skills
Acrobatics: +35
Disable Device: +35
Escape Artist: +35
Perception: +22 (+34)
Sleight of Hand: +37
Stealth: +60 (+72)
Survival: +22
Use Magic Device: +23
------------------------

Feats

Skill Focus (Stealth)

Benefit: You get a +3 bonus on all checks involving the chosen skill. If you have 10 or more ranks in that skill, this bonus increases to +6.

Stealthy

Benefit: You get a +2 bonus on all Escape Artist and Stealth skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.

Conceal Scent

Benefit: Creatures cannot use the scent ability to track you (though they can still track you through standard means such as footprints). Creatures with scent can detect your presence by smell at half the normal distance, but cannot pinpoint your location with scent.

Improved Initiative

Benefit:You get a +4 bonus on initiative checks.

Weapon Focus (Shortbow)

Benefit:You gain a +1 bonus on all attack rolls you make using the selected weapon.

Extra Rogue Talent

Benefit:You gain one additional rogue talent. You must meet all of the prerequisites for this rogue talent.

Vital Strike

Benefit:When you use the attack action, you can make one attack at your highest base attack bonus that deals additional damage. Roll the weapon’s damage dice for the attack twice and add the results together before adding bonuses from Strength, weapon abilities (such as flaming), precision-based damage, and other damage bonuses. These extra weapon damage dice are not multiplied on a critical hit, but are added to the total.

Wind Stance

Benefit:If you move more than 5 feet this turn, you gain 20% concealment for 1 round against ranged attacks.

Lightning Stance

Benefit:If you take two actions to move or a withdraw action in a turn, you gain 50% concealment for 1 round.

Improved Vital Strike

Benefit:When you use the attack action, you can make one attack at your highest base attack bonus that deals additional damage. Roll the weapon’s damage dice for the attack three times and add the results together before adding bonuses from Strength, weapon abilities (such as flaming), precision-based damage, and other damage bonuses. These extra weapon damage dice are not multiplied on a critical hit, but are added to the total.
------------------------
Special Abilities

Enchantment Resistance

Benefit:Gillmen gain a +2 racial bonus to saving throws against non-aboleth enchantment spells and effects, but take a –2 penalty on such saving throws against aboleth sources.

Amphibious

Benefit:Gillmen can breathe both water and air.

Riverfolk

Benefit:Some gillmen groups live in colonies along vast riverways, and have adapted to living on land for much longer periods. Gillmen with this trait have a thin coating of natural oil that keeps their skin from cracking even without water. However, this natural oil also makes such gillmen particularly susceptible to flames, and they gain vulnerability to fire. This racial trait replaces water dependent.

Accuracy

Benefit:Starting at 1st level, a sniper halves all range increment penalties when making ranged attacks with a bow or crossbow.

Deadly Range

Benefit:At 3rd level, a sniper increases the range at which she can apply her sneak attack damage by 10 feet. This range increases by 10 feet for every 3 levels after 3rd.

Sneak Attack 10d6

Benefit:If a rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage.

The rogue's attack deals extra damage anytime her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target. This extra damage is 1d6 at 1st level, and increases by 1d6 every two rogue levels thereafter. Should the rogue score a critical hit with a sneak attack, this extra damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet.

With a weapon that deals nonlethal damage (like a sap, whip, or an unarmed strike), a rogue can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual –4 penalty.

The rogue must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A rogue cannot sneak attack while striking a creature with concealment.

Evasion

Benefit:At 2nd level and higher, a rogue can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the rogue is wearing light armor or no armor. A helpless rogue does not gain the benefit of evasion.

Rogue Talent (Fast Getaway)

Benefit:After successfully making a sneak attack or Sleight of Hand check, a rogue with this talent can spend a move action to take the withdraw action. She can move no more than her speed during this movement.

Rogue Talent (Terrain Mastery: Aquatic)

Benefit:A rogue with this talent gains a favored terrain as the ranger ability of the same name, though the favored terrain ability does not increase with her level as the ranger’s ability does.

Special: A rogue can take this ability multiple times, each time applying it to a new terrain, and granting all other favored terrains a +2 increase to the favored terrain bonus.

Rogue Talent (Terrain Mastery: Urban)

Benefit:A rogue with this talent gains a favored terrain as the ranger ability of the same name, though the favored terrain ability does not increase with her level as the ranger’s ability does.

Special: A rogue can take this ability multiple times, each time applying it to a new terrain, and granting all other favored terrains a +2 increase to the favored terrain bonus.

Rogue Talent (Terrain Mastery: Forrest)

Benefit:A rogue with this talent gains a favored terrain as the ranger ability of the same name, though the favored terrain ability does not increase with her level as the ranger’s ability does.

Special: A rogue can take this ability multiple times, each time applying it to a new terrain, and granting all other favored terrains a +2 increase to the favored terrain bonus.

Rogue Talent (Terrain Mastery: Swamp)

Benefit:A rogue with this talent gains a favored terrain as the ranger ability of the same name, though the favored terrain ability does not increase with her level as the ranger’s ability does.

Special: A rogue can take this ability multiple times, each time applying it to a new terrain, and granting all other favored terrains a +2 increase to the favored terrain bonus.

Rogue Talent (Terrain Mastery: Underground)

Benefit:A rogue with this talent gains a favored terrain as the ranger ability of the same name, though the favored terrain ability does not increase with her level as the ranger’s ability does.

Special: A rogue can take this ability multiple times, each time applying it to a new terrain, and granting all other favored terrains a +2 increase to the favored terrain bonus.

Rogue Talent (Terrain Mastery: Mountains)

Benefit:A rogue with this talent gains a favored terrain as the ranger ability of the same name, though the favored terrain ability does not increase with her level as the ranger’s ability does.

Special: A rogue can take this ability multiple times, each time applying it to a new terrain, and granting all other favored terrains a +2 increase to the favored terrain bonus.

Rogue Talent (Hide in Plain Sight: Aquatic)

Benefit: A rogue with this talent can select a single terrain from the ranger’s favored terrain list. She is a master at hiding in that terrain, and while within that terrain, she can use the Stealth skill to hide, even while being observed.

Special: A rogue may take this advanced talent more than once, each time selecting a different terrain from the favored terrain list.

Rogue Talent(Hide in Plain Sight: Urban)

Benefit:A rogue with this talent can select a single terrain from the ranger’s favored terrain list. She is a master at hiding in that terrain, and while within that terrain, she can use the Stealth skill to hide, even while being observed.

Special: A rogue may take this advanced talent more than once, each time selecting a different terrain from the favored terrain list.

Rogue Talent(Hide in Plain Sight: Forrest)

Benefit:A rogue with this talent can select a single terrain from the ranger’s favored terrain list. She is a master at hiding in that terrain, and while within that terrain, she can use the Stealth skill to hide, even while being observed.

Special: A rogue may take this advanced talent more than once, each time selecting a different terrain from the favored terrain list.

Rogue Talent(Hide in Plain Sight: Swamp)

Benefit:A rogue with this talent can select a single terrain from the ranger’s favored terrain list. She is a master at hiding in that terrain, and while within that terrain, she can use the Stealth skill to hide, even while being observed.

Special: A rogue may take this advanced talent more than once, each time selecting a different terrain from the favored terrain list.

Rogue Talent(Hide in Plain Sight:Underground)

Benefit:A rogue with this talent can select a single terrain from the ranger’s favored terrain list. She is a master at hiding in that terrain, and while within that terrain, she can use the Stealth skill to hide, even while being observed.

Special: A rogue may take this advanced talent more than once, each time selecting a different terrain from the favored terrain list.

Rogue Talent(Hide in Plain Sight: Mountain)

Benefit:A rogue with this talent can select a single terrain from the ranger’s favored terrain list. She is a master at hiding in that terrain, and while within that terrain, she can use the Stealth skill to hide, even while being observed.

Special: A rogue may take this advanced talent more than once, each time selecting a different terrain from the favored terrain list.

Uncanny Dodge

Benefit:Starting at 4th level, a rogue can react to danger before her senses would normally allow her to do so. She cannot be caught flat-footed, nor does she lose her Dex bonus to AC if the attacker is invisible. She still loses her Dexterity bonus to AC if immobilized. A rogue with this ability can still lose her Dexterity bonus to AC if an opponent successfully uses the feint action (see Combat) against her.

If a rogue already has uncanny dodge from a different class, she automatically gains improved uncanny dodge (see below) instead.

Improved Uncanny Dodge

Benefit:A rogue of 8th level or higher can no longer be flanked.

This defense denies another rogue the ability to sneak attack the character by flanking her, unless the attacker has at least four more rogue levels than the target does.

If a character already has uncanny dodge (see above) from another class, the levels from the classes that grant uncanny dodge stack to determine the minimum rogue level required to flank the character.

Advanced Talents

Benefit:At 10th level, and every two levels thereafter, a rogue can choose one of the following advanced talents in place of a rogue talent.

Rogue Talent (Fast Stealth)

Benefit:This ability allows a rogue to move at full speed using the Stealth skill without penalty.

Master Strike

Benefit:Upon reaching 20th level, a rogue becomes incredibly deadly when dealing sneak attack damage. Each time the rogue deals sneak attack damage, she can choose one of the following three effects:

The target can be...
•put to sleep for 1d4 hours
•paralyzed for 2d6 rounds, or
•slain

Regardless of the effect chosen, the target receives a Fortitude save to negate the additional effect. The DC of this save is equal to 10 + 1/2 the rogue's level + the rogue's Intelligence modifier. Once a creature has been the target of a master strike, regardless of whether or not the save is made, that creature is immune to that rogue's master strike for 24 hours. Creatures that are immune to sneak attack damage are also immune to this ability.

------------------------
Gear
Wand of Terrain Bond
Belt of Physical Perfection +6
Greater Sniper Goggles
Mantle of Spell Resistance
Amulet of Natural Armor +5
Cloak of Resistance +5
Bracers of Greater Archery
Ring of Freedom of Movement
Ring of Protection +5
Book of Dexterity +5 (read)
Book of Strength +4 (read)
+5 Padded Armor, Greater Shadow
+5 Distance Composite Shortbow of Endless Ammunition (+7 Str)

Combat Strategy:

Kerrik always moves around stealthed. Whether he's in combat or not. He perfers to stick to places that are one of his favored terrains. If he absolutley has to, he will travel to somewhere that isn't one of his favored terrains, but when he has to do so, he uses a charge from his wand of Terrain Bond.

He will always try to attack at the greatest possible range he can. If he knows his opponent will be in an enclosed area, he will instead wait until the creature goes to sleep, then execute the creature in it's sleep. He cares nothing for honorable combat.

Location:
500ft by 500ft enclosed garden on a high plateau, roughly 1 mile above sea level. Does not cause fatigue from height, purely for seclusion.

Before Combat:
The Solar has heard of an incredibly renowned assassin named Kerrik. He also knows he's been marked for death. He commited an unforgivable sin, and he will meet his fate when Kerrik arrives. Kerrik was careless upon entering the Solar's domain, and set off a silent alarm that the Solar hears.

The solar casts Invisibility on his first round, and Summon Monster VII to summon 2 Invisible Stalkers on his second round before Kerrik arrives. He also positions himself 100ft away from the door.

Surprise Round:
Kerrik opens the gate to the enclosed garden allowing the solar to take a shot into the square he thinks Kerrik will be in because he cannot see Kerrik. At the moment Kerrik's minimum stealth roll will be a 73. The solar has no problem hitting Kerrik's Flat-Footed AC, but due to not being able to see his target, the 50% miss chance will result in a miss.

First Round:
Kerrik will go first with a minimum initiative of 29 which is the solar's maximum possible initiative. He moves into the garden 15 ft forward and 15 ft to the left, still stealthed.

The Solar casts earthquake near the entrance hoping swallow him in the created fissure. The fissure is created where Kerrik was (25% chance doesn't happen) and Kerrik manages to stay perfectly calm and balanced maintaining his stealth.

Second Round:
Kerrik fires an arrow at the Solar, using Improved Vital Strike, hitting the creature square in the chest. 13d6 + 33 = avg 72 damage. Kerrik then gets to make a withdraw action due to fast getaway, and moves 30ft to the right, stealthing along the way.

The solar has the invisible stalkers advance and then casts Blade Barrier, 50ft radius, centered about 20 ft in the same direction he thinks he saw Kerrik run, hoping to pin Kerrik in a ring of whirling blades with the invisible stalkers.

Third Round:
Kerrik spends the round leaving the blade barrier, advancing towards the solar remaining stealthed. Invisible stalkers search for Kerrik. The Solar casts Wind Wall to try and block any extra potential arrows.

Fourth Round:
Kerrik moves to the other side of the wind wall, then does a second move action to start trying to position himself behind the solar. Invisible Stalkers continue to look for Kerrik. Solar casts Righteous Might.

Fifth Round:
Kerrik continues to move to the other side of the garden, positioning himself in the middle of the garden, approximatly 180ft away from the solar. Invisible Stalkers continue to look for Kerrik. Solar activates dancing greatsword.

Sixth Round:
Kerrik snipes the solar, for another average of 72 damage, without revealing himself. Stalkers look for Kerrik. Solar readies an action to shoot Kerrik with a slaying arrow the next time he can see him.

Seventh Round-End of combat:
Kerrik snipes Solar from center of garden until dead or until solar decides to flee.


How would things work if instead Round 2 went:

Solar casts Miracle duplicating Fickle Winds.

Round 3+ is then:

Solar uses At Will SMVII to summon multiple huge earth elementals all of which have 60' tremorsense to hunt you down.

Edit: How about instead of that he simply mimics Control Winds with Miracle or Wish. With a CL of 20 he can shift the weather 7 steps creating tornado force winds in an 800' radius making archery impossible and forcing DC27 fortitude saves to avoid being torn to pieces.


Hm... okay, swap out ring of freedom of movement to get the 40k gold back, spend 7,500 to get boots of levitation. Use those to move forward, levitate up 5ft. Levitate back down, move forward, levitate back up, repeat.


As soon as you are on the ground you are detectable by the earth elementals. The solar can simply turn invisible and start dropping masses of summons across the entire area as it can do so at will. Many creatures come with scent, earth elementals have tremorsense, bralani azata have at will wind wall.

Overall I think you severely underplay the Solar.


I think with the little work that rogue could work.
You can get the same benefits of hide in plain sight with hellcat stealth and concealment.
This will free up your rogue talents.


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Bardicus:

Bardicus Musicus
N Venerable (SoE) Male Human Bard 20 (Humanoid [Human])

Initiative +20; Senses Perception +27; Improved Low-Light Vision, Darkvision 120ft
--------------------
DEFENSE
--------------------
HP 183 (20d8+90); negate critical hit or sneak attack (turns to regular attack; immediate action; 7 times); fast healing 1, regeneration lost limbs, organs, other body parts
AC 46, touch 29, flat-footed 40 (+8 armor, +4 shield, +5 Deflection, +6 Dex, +5 Enchancement, +1 Insight, +2 Luck, +5 Natural); Concealment (blur-like effect; 20% miss chance), 1/day immediate action deflect ranged attack; +2 armor bonus vs. Outsiders (chaos, evil, good, law), 1/round deflect melee attack (immediate action; +2 shield bonus vs. melee attack); arrow deflection 1/round (R DC 20 + Enhancement bonus to negate attack)
Fort +23, Ref +30, Will +25; +4 vs. bardic performance, language-dependant, sonic effects; evasion
Immunities harmful vapors and gases (such as cloudkill and stinking cloud effects, as well as inhaled poisons), bleed damage; hostile polymorph effects (6 times; failed saves)
Resistances DR 2/— vs. Outsiders (chaos, evil, good, law), Magical Beasts, and Dragons; Fire 30
--------------------
OFFENSE
--------------------
Speed 30ft (6 squares); fly 60ft (good)
Melee +4 Agile Bane (Outsiders [chaos, evil, good, law], Magical Beasts] Spiked Gauntlet +26/+21/+16 melee (1d4+11 plus 2+2d6 vs. Outsiders and Magical Beasts/20x20)
Ranged nothing
SA bardic performance 56 rounds/day (swift action; DC 36 mod; countersong, deadly performance, dirge of doom, distraction, fascinate, frightening tune, inspire competence +6, inspire courage +4, inspire greatness, inspire heroics, mass suggestion, soothing performance, suggestion)
Bard Spells Known (CL 20th; Concentration +36; DC 24 + spell level [+2 Enchantment spells]):
6 (5/day) dirge of the victorious knights, fool’s forbiddance, greater shout, overwhelming presence
5 (5/day) deafening song bolt, greater dispel magic, frozen note, ki shout, resonating word, shadowbard, shadow walk, false vision
4 (5/day) dance of 100 cuts, dimension door, echolocation, freedom of movement, shocking image, virtuoso performance
3 (5/day) clairaudience/clairvoyance, cure serious wounds, dispel magic, exquisite accompaniment, haste, purging finale, see invisibility
2 (5/day) acute senses, allegro, alter self, cure moderate wounds, glitterdust, heroism, pyrotechnics
1 (5/day) anticipate peril, expeditious retreat, feather fall, magic aura, saving finale, summon minor monster, weapon wand
0 (at will) dancing lights, detect magic, ghost sound, light, mending, prestidigitation, read magic, spark, summon instrument
Bardic Masterpieces ancient’s flight (1 full round; 2 bardic performance rounds/round active; 5th level spell slot), at the heart of it all (5 full rounds; 5 bardic performance rounds; lasts 24 hours; 3rd level spell slot), clamor of the heavens (3 full rounds; 3 bardic performance rounds/round +1 each round; 5th level spell slot), pallavi of nirvana’s blossoming (3 full rounds; 3 bardic performance rounds; lasts 20 minutes; 4th level spell slot); rat quadrille (1 standard action; 3 bardic performance rounds; 10 minutes or 1 minute; 2nd level spell slot), the dumbshow of gorrac (1 full round; 2 bardic performances; 2nd level spell slot), the winds of the five heavens (3 full rounds; 3 bardic performances; lasts 200 minutes; 4th level spell slot), triple time (1 minute; 1 bardic performance; lasts 1 hour; 1st level spell slot); vindictive soliloquy (5 full rounds; 5 bardic performances; lasts 20 minutes or 15 bolts; 4th level spell slot), the canticle of joy (1 round; 1 bardic performance/round; 3rd level spell slot)
song of extinction (5 full rounds; remaining performances for the day; 6th spell slot)
--------------------
STATISTICS
--------------------
Str 10, Dex 24, Con 22, Int 22, Wis 14, Cha 38
BAB +15; CMB +17; CMD 34
Skills Craft (painting) +31, Knowledge (arcana) +28, Knowledge (dungeoneering) +28, Knowledge (engineering) +18, Knowledge (geography) +18, Knowledge (history) +18, Knowledge (local) +18, Knowledge (nature) +28, Knowledge (nobility) +18, Knowledge (planes) +28, Knowledge (religion) +28, Linguistics +18, Perception +27, Perform (comedy) +36, Perform (dance) +36, Perform (key-board instruments) +36, Perform (oratory) +36, Perform (sing) +36, Perform (wind instruments) +36, Spellcraft +27, Use Magic Device +36
Feats Noble Scion of War, Weapon Finesse, Craft Wondrous Items, Craft Magic Arms and Armor, Lingering Performance, Ability Focus (bardic performance), Harmonic Sage, Spellsong, Spell Focus (enchantment), Greater Spell Focus (enchantment), Dimensional Agility
--------------------
SPECIAL ABILITIES
--------------------
Languages Varisian, common, draconic, celestial, infernal, abyssal, thassilonian, necril, giant, azlanti, ancient osiriani, undercommon, aklo, auran, terran, ignan, aquan, aboleth, elven, goblin, orc
Traits Fate’s Favored
SQ bardic knowledge +10, jack-of-all-trades (use any skill, all skills are class skills, take 10 on any skill), lore master 3/day, versatile performance (dance [acrobatics, fly], comedy [bluff, intimidate], oratory [diplomacy, sense motive], keyboard instruments [diplomacy, intimidate], wind [diplomacy, handle-animal]), well-versed, necklace of adaptation (breath underwater, in a vacuum, or other airless environments)
Gear Clothing (traveler’s set), Headband of Aerial Agility (Cha) +6, Necklace of Adaptation, Vest of Resistance +5, Cloak of Minor Displacement, Vambraces of Defense (slotless), Bracelet of Second Chances, Rod of Absorption (25 levels filled; weapon cord), Mithral Chainshirt +4 (Defiant Outsiders [good, evil, law, chaos], Dragons, Magical Beasts], Quickblock Red Dragonhide Buckler (Greater Energy Resistance [fire]), Ring of Protection +5, Ring of Evasion, Ring of Continuation, Ring of Regeneration, Belt of Physical Might (Con, Dex) +6, necklace of natural armor +5hand of glory (2; slotless), headband of vast intelligence +2 (slotless), +4 Guardian Guantlet, +4 Defending Dagger, Jingasa of the Fortunate Soldier (slotless), Eyes of the Dragon
Other Gear Handy haversack (2), scroll of life bubble (2), bead of newt prevention (6), boundary chalk, concealing pockets (2), waterproof hooded lantern, candle of invocation, dust of dryness (filled beads; 8), elixir of vision, doom harp, eversmoking bottle, feather token (tree; 8), marvelous pigment (2), luckstone (+1 luck bonus on saving throws, ability checks, and skill checks), wasp nest of swarming (10), books read (+4 [Int, Wis, Cha, Dex, Con], +2 [Str]), Dusty Rose Prism (Ioun Stone), portable hole (2), opera script (100g)
Gold Left Over 139,252 (WBL 880,000 + 440,000 for having 2 crafting feats; Magic Arms and Armor, Wondrous Items were bought at half price)


Shoggoth Fight:

Finding a Shoggoth was rather easy for Bardicus, but getting to him was another matter entirely.
Initiative – Bardicus 30
Initiative – Shoggoth 22
1st Round: Upon finding Shoggoth’s Lair, Bardicus casts Exquisite Accompaniment into his ring of continuation, then spends a swift action for the spell to continue his Fascinate Performance
1st Round: Shoggoth upon detecting the intruder charges out but once within the range of the bard’s fascinate ability it makes a will save (on a roll of 19 or less it fails), it sits in the water quietly watching Bardicus
2nd Round: Bardicus can now at his leisure buff and do what have you for the next 24 hours, because Shoggoth cannot do anything while fascinated until something distracts it or endangers the creature.
Buffs: Casts Freedom of Movement (200 minutes)
Buff: Casts Echolocation (200 minutes)
5th Round: Bardicus cracks his knuckles and then starts a new performance (which should not interfere with the ring of continuation’s fascinate performance), the Shoggoth now has to make a will save or die from enjoyment, after the performance he uncorks the eversmoking bottle
5th Round: Shoggoth fails the will save and dies from the deadly performance, out of sheer joy.
6th round: Bardicus is transported to the next fight.
Used this Fight:
2 rounds of Bardic Performance, 3rd level spell, 2 4th level spells

Demon, Balor’s Fight:

Knowing of Bardicus and his capabilities the Balor is quite confident that it can win. I mean come on, it’s a bard!
Though not knowing how Bardicus will appear may cost the Balor. The Balor knows that while flat-footed, it has a 50% of hitting the bard, when not flat-footed it drops down to 10%.
The balor also knows that bards tend to be squishy and can be eaten in many different ways, but doesn’t know quite know what the item held in the bard’s hand is, though it looks familiar, almost as if other opponents have had them in the past and knows targeted spells are absorbed into the rod.
Surprise Round Balor: The Balor grins at Bardicus “Your time to die has come mortal!” (Free action). Then if the Summon SLA is a standard action it summons a Vrolikai Demon (CR 19)
Then Initiative for Combat happens.
Initiative: Bardicus 30
Initiative: Demon, Balor 22
Initiative: Demon, Vrolikai 20
Round 1: Bardicus uses a move action to draw out a feather token tree from his handy haversack, then a standard action to throw it on the ground below the two demons causing a massive tree to grow beneath them
“Rule of Cool” is sounded as the Balor and the Vrolikai are impaled – might need some rules clarification on this one

-or-

(This is also what occurs if the Balor cannot use the Summon SLA as a Standard Action)
Round 1: Standard Action to Intimidate the Balor with Comedy (DC 27 vs. 46 assumed, succeeds on a 1 with Skill checks; minimum Balor is shaken for 4 rounds). Bardicus uses a free action with Kn (engineering) to use Harmonic Sage to increase the DC of Deadly Performance targeting the Balor. Deadly Perfromance now has a DC of 37, the Balor fails 65% of the time, good enough for this. The Balor dies and death throes with the other demon taking the 100 damage, well 90 due to resistance, Bardicus takes no damage (failing on a 1) because of evasion.
Round 1: The Vrolikai demon not being too happy about its friend dying tries a quickened enervate against Bardicus, but that gets absorbed into the rod he holds. Then tries a charge attack with its deadly knives, but fails on anything below 18.
Round 2: Bardicus tires of the demons attacks and casts Overwhelming Presence upon the demon (Will save DC 32, the demon fails on anything below 15), but it also has SR 30 (CL check 20 + 10 or higher; I make it 55% of the time). The demon is now helpless and prostrate, dropping all weapons.
Round 2: The demon attempts to regain its composure but fails.
Round 3: Standard action to cast shadowbard (inspire courage +4),
Round 3: The demon fails its save again.
Round 4: Bardicus coup-de-graces the helpless foe: (Regular Hit: 20 minimum damage [not reduced by DR]; 24 average damage [not reduced by DR]; 33 max damage [not reduced by DR], because this is a coup-de-grace, these damage values are doubled [treated as a critical hit], the minimum save the demon has to make is a Fort DC 50; the demon fails on anything below a 20.

Bardicus is whisked away to the next fight.

Used this fight: 2 bardic performance rounds, 6th level spell slot, (feather tree token?), 5th level spell

Devil, Pit Fiend’s Fight:

The Pit Fiend isn’t too worried about the bard beating the Balor, I mean come it’s a bard! But he has heard of this Bardicus, the bard who is not like other bards.

In this small room, starting apart these two brave combatants face off… Sorry it’s a bard facing a Pit Fiend (announcer laughs).

Initiative: Bardicus average results 30
Initiative: Pit Fiend averages 23

Round 1: Knowing that the pit fiend has wish, Bardicus takes action with a move to get closer (they are now 20ft apart). A standard action to Intimidate the Pit Fiend with Comedy (DC 30 vs. 46 assumed, succeeds on a 1 with Skill checks; minimum Pit Fiend is shaken for 3 rounds); Free action to use Harmonic Sage; Then Bardicus begins the deadly performance as a swift action, the performance has a W DC 37, the Pit Fiend has a rather pathetic will save for some reason, Will save +18 (+16 shaken), the Devil fails on anything below a 20.
Round 1: Pit-Fiend dies from the sheer joy of the performance.

If the Pit-Fiend goes 1st, it is any ones game because of wish, without wish the devil would have summoned a creature or used other tactics, but thems the breaks.

Used this fight:
1 bardic performance round

Tarn Linnorm’s Fight:

The Linnorm is enjoying a meal of the foolish would-be Linnorm kings that came to claim their prize when it is disturbed by a clamorous racket caused by a bard, this outright enrages the dragon to act.
While enjoying a walk through the Land of the Linnorm kings, the bard takes rest near a Tarn, though is quite surprised as a Linnorm rages to the surface and…

Surprise Round: The Linnorm Breathes a cone of acidic breath at the bard, R DC 32 (The bard fails on a 1 and is immune to the secondary effects), the bard is unharmed by this display of might (evasion).

Initiative: Bardicus 30 average
Initiative: Tarn Linnorm 22 average

Round 1: As a full round action bardicus commences a performance feared by dragons true or lesser; Ancient’s Flight (W DC 37) and as a free action replaces the fascinate performance from the ring with this new one, the Linnorm fails the save on a 16 or lower roll.

”Ancient’s Flight” wrote:
Affected dragons cannot use their mouths to attack or even speak except to recite Ancients' Flight, preventing them from using their bite attacks and breath weapons, casting spells with vocal components, or otherwise communicating vocally for the duration of the performance. The effect ceases as soon as you end your bardic performance.

Round 1: The Linnorm knowing the song from ancient times, it rushes forward in a rage to bite the bard before it can complete the performance, as it tries to bite the bard, the bard handily deflects the bite (quickblock buckler; immediate actions can be used during a full-round action(s)), the Linnorm needs a roll of 18 or higher to hit the bard 15% chance.

Round 2: The dragon now can only make claw attacks and a tail swipe as it joins in with the song “Ancient’s Flight”. Bardicus is quite upset at this dragon, being immune to most everything that he can do. So he punches the dragon twice!

This can continue for 20 rounds doing minimum damage, the dragon cannot flee and it’s regeneration does not work. The dragon can only hit the bard on an 18 or higher, even then 1 attack that does hit can be deflected and any crits can be taken down to a regular hit.
Average Bardicus is doing 24/25 damage a hit, so that takes 16 rounds and at max damage its about 12 rounds, that’s just one attack hitting. On average Bardicus will be hitting with two punches (40/35).

So bardicus wins this longer fight and renewed shadowbard.

Used This Fight
3 bardic performance rounds, 5th level spell slot

Ancient Gold Dragon’s Fight (baseline for other dragons as well):

Now this is interesting thinks the Gold Dragon, but upon hearing the song that the bard has going on “Ancient’s Flight” it makes a will save (W DC 37 vs. Will +24), the dragon fails most of the time so no spells and breath weapon or bite attack.

Both opponents can see the other, one because of its higher perception check, the other because of the size of the dragon. The dragon can clearly hear the bard as well.

Initiative: Bardicus 30 average
Initiative: Goldie 9 average

Round 1: Bardicus begins to walk towards the dragon, curious of what it might do, shrugging off the fear aura (W DC 30 vs. Will +25 (+29 with inspire courage); failure on a 4 (or a 1) or lower)
Round 1: Goldie keeps to the air, staying roughly 700 feet away (600 feet in the air, 100 feet away) and launches a sunburst at the bard (R DC 25 halves damage negates blindness vs. R +30 with evasion), the bard takes no damage and is not blinded, this surprises the dragon and lets her/him know that this is a dangerous opponent indeed.
Round 2: Bardicus uses a dimension door spell to get above the dragon then a swift action (dimensional agility) to use deadly performance (W DC 36 vs. Will +24); the dragon fails on an 11 or lower or 55% of the time, the dragon tumbles out of the sky from having heard the best song in the world.
Round 3: Before plummeting to his death, Bardicus is able to use an immediate action to cast feather fall to save himself from a hard landing.

Used during the fight:
3rd level spell slot, 1st level spell slot, 1 bardic performance round

Angel, Solar’s Fight:

Well this is interesting thinks Bardicus.

Surprise round: Not having heard Bardicus’ approach, the Solar remains in peaceful bliss until Bardicus moves to be within 20 feet of the solar and shouts “This is the greatest song in the world!”

Initiative: Bardicus averages 30
Initiative: Solar averages 19

Round 1: Bardicus uses a standard action to intimidate the Solar with Comedy (DC 29 vs. 46 assumed, succeeds on a 1 with Skill checks; minimum Solar is shaken for 3 rounds), swift action to perform the greatest song in the world for a deadly performance (W DC 36 vs. the Solar’s Will save +22), the angel fails on a roll of 13 or lower and dies from pure bliss and joy.

Used this fight:
1 bardic performance round

Tarrasque Fight:

Well now this one should be interesting.
If we use the new Tarrasque from ISG book, then Bardicus will start off with clamor of the heavens to blind and deafen the big guy for the duration of the fight replacing the performance Ancient’s Flight in the ring.
If we use the old Tarrasque this will make it a bit more challenging.

In either case Bardicus will also use Pallavi of Nirvana’s Blessing to entangle the creature. (-2 attack, -4 Dex)
Then Rat Quadrille that lasts 10 minutes (-2 Attack, -4 Concentration)
Then Canticle of Joy (-4 attacks, saves, ability checks, and skill checks)
Intimidate Big-T (-2 saves)
Then Song of Extinction (If rolls result in a 10 then Big T fails)

Used in Fight:
7 bardic performance rounds, the remaining bardic performances in the day

This is a repost from anotehr thread, working out the kinks and will have to adjust the rules so they are more in line with the original beastmass rules used.


andreww wrote:

***omitted***

Edit: How about instead of that he simply mimics Control Winds with Miracle or Wish. With a CL of 20 he can shift the weather 7 steps creating tornado force winds in an 800' radius making archery impossible and forcing DC27 fortitude saves to avoid being torn to pieces.

Unless the Solar made a calm eye for itself, it would also be making those checks, I know with ease, but there is a chance to fail.

But Sindalla is trying, leaving the feats the same as well as the build, I think there are some items that could be swapped out for others to help the build overall.

Switching the bracers of greater archery for bracers of falcon's aim. Saves 21k gold. While he does lose 1 atk, I think the better crit range makes up for the loss.

Also making the bow a bane weapon to good outsiders would help overcome the DR and Regeneration of the Solar (+2 atk, +2 plus 2d6 dmg), to keep the same cost, make the bow a +4 instead of a +5.

Dropping the mantle of spell resistance would give a bit more spending cash to, since the Solar has a CL of 20, it would have to roll a 1 to fail, but that might still succeed.

Changing the armor from padded to a haramaki might be better since it has no Dex cap (I know you lose the padded armors DR from ranged attacks), but might help. You could also make it defiant (good outsiders) to give you DR 2/- and +2 armor against them to make up for it, to keep the cost make it a +4 set instead of a +5 set.

This would free up 114k gold.

I would also like to thank Mathwei ap Niall for his (I believe) contributions. I really do like the Solar you made, countering the beast with spells would be most vexing since the solar could miracle the opponent to the next age category as per the sands of time spell, but might prepare that with reach against pesky foes that it has knowledge of. It would most certainly never be caught alone either. I was thinking it would have two to three Summon Monsters VIs around at all times.


Still working on the critical hits, misses, and failed saves. Though in the meanwhile I was also working on the points system for challenges.

Angel, Solar’s Arena:


  • If the Solar has the advantage or if neither the monster nor the PC have advantage then the battle takes place on Nirvana.
  • The arena will be in a clearing (300ft radius) with high mountains to the north (slow rise with out croppings, 200 ft further out, rising in 30ft increments to 600ft at the highest point), medium forest to the south and east (200ft further out; the eastern forest has dense underbrush), a large body of water to the west (extends 200ft out, drops 5ft per 10ft traveled for the first 50ft, then drops 100ft every 50ft after that).
  • In the center of the clearing is an open air temple that is 50ft to a side, supported by 8 large columns (10ft wide), 2 on each corner with a 15ft gap between them. The temple is dedicated to a NG Deity.
  • If the Solar has advantage then it starts in the area that gives it the best terrain advantage against the PC, if it does not have advantage then it starts in the temple.
  • If the PC has advantage, then the battle takes place that gives the PC an edge, but should not hamper the Solar in significant ways (ie if the PC is small, then the battle should not take place in 5 foot wide tunnels with a 5 foot ceiling).
  • Bonus Challenge There are 4 Solars in the garden clearing (80ft from the temple at each Cardinal direction), each Solar has two Movanic Devas escorting them. The player starts inside the open temple (in the middle), no surprise round is given. The monsters have 2 rounds to buff; the PC has 1 round to buff. If completed, award the PC 5 extra points, if the PC completes the challenge without causing lethal damage award them an additional 5 points.

Though I suppose if the player has the advantage, then they could stay in the Nirvana arena and pick where they would be most effective.

I would personalize each arena to give a wide array of appropriate terrain for each monster. Some places may have hostile effects but it will be assumed that it would be tolerable living conditions for a humanoid. I will also try to introduce a personalized challenge for the arena that gives the monster the advantage in either numbers, or some other aspect that would play to their strengths.

Lantern Lodge

Have an interesting Barbarian build ready, gonna post it now, I'll start working out the encounters:

Mr. Bad Bite:
Superstitious Barbarian (BAD BITE build)

Base: STR: 15 DEX: 11 CON: 19 INT: 7 WIS: 8 CHA: 14
Lvl 20: STR: 25 DEX: 18 CON: 35 INT: 7 WIS: 8 CHA: 24
Rage: STR: 38 DEX: 16 CON: 46 INT: 7 WIS: 8 CHA: 24
1 Skill Focus: Diplomancy
1 Improved Unarmed Strike
2 Animal Fury
3 Eldritch Heritage: Serpentine
4 Hive Totem
5 Final Embrace
6 Hive Totem Resilency
7 Improved Grapple
8 Superstition
8 Skill Focus: Perception
9 Greater Grapple
10 Eater of Magic
11 Rapid Grappler
12 Strength Surge
13 Improved Eldritch Heritage
14 Flesh Wound
15 Greater Eldritch Heritage
16 Reckless Abandon
16 Skill Focus: Fly
17 Ability Focus: Poison
18 Witch Hunter
19 Quicken Spell Like Ability (The Summons)
20 Spell Sunder

AoMF (Furious, Courageous, Dueling(PFS Field guide)) 36,000
Pernament GMF 8,650
+5 Mithril Brawling Titanic Breastplate 85,350
+6 str, dex, con belt 144,000
+6 Cha headband 81,000
Gauntlets of the Skilled Manuever 4,000
Anaconda Shirt 27,750 //Item slot switch
Sandals of Quick Reaction 4,000
juggernaunt's pauldrons 40,000
Jingasa of the Fortunate Soldier 5,000
Ring of Protection 50,000
Ring of Evasion 25,000
Tome of Charisma 110000
Tome of Strength 110000
Tome of Constitution 137500
Eyes of the Eagle 2,500
2 Wands of Infernal Healing
1 Wand of CLW 750
20 CLW Potions 1000
=874000

Rage Rounds = 38+4+12 = 54
Fang Rounds = 3+7 = 10
Poison DC = 10+10+18+2 = 40 (And rises)
Summon DCs = 10+7+7 = 24

Bonuses to grapple checks:
Bite +2
GMF +7
Dueling +14
Grab +4
Weapon Focus +1
Strength +14
BaB + 20
Size +1
Brawling Property +2
Gauntlets of the Skilled Manuever +2
Anaconda Shirt +2 competence
Feats +4
=73 (Always)
Strength Surge +20
Titanic Property +5
Reckless Abandon +5
=103 (With mentioned activated abilities)
=42 (AMF)

Bonuses to CMD:
Dueling 14
Strength 14
Size 1
Feats 4
Luck 1
Deflection 5
Dexterity 3
BaB 20
Juggernaunts Pauldrons +4
10
=76 (Always)
Maintained +4
Strength Surge +20
Titanic +5
=105 (activated abilities)
=49 (53) (Anti Magic Field)
Note: Reckless Abandon -5

Defenses:
HP: 385 (505 whle raging)
AC: 30 (28 while raging)
Fort: 24 (30), Ref: 9, Will: 5 (12) [Add 18 against SLA, SU, and spells]
Initiative: 3 + 6 in surprise round

Perception 33
Fly 29
UMD 20
Diplomancy 20

Damage Methods:
Each maintain: Bite (1d6+14 + Poison) + Constrict (1d6+14, up to Huge)
Damage: Bite (1d6+14 + Poison)
Swarms deal 4d6 plus Poison each (4 per summon)

General tactic is:
Round 1: Standard action grapple, maintain+DMG, maintain+DMG (4 bite attacks)
[in between, use strength surge or Titanic Armor to make sure they don't break free]
Round 2: Maintain+DMG, maintain+DMG, Maintain+DMG (6 bite attacks)
Average poison damage after 2 rounds: 26 con damage.

Swarms are used in tough encounters, where the enemy may have immunity to Poison or Freedom of Movement up. Grapple CMB is high enough to prevent spell casting (including SLA's), and saves are high enough to deal with SLAs, Spells, and SU abilities. Spell Sunder is kept nearby for those pesky anti-grapple spells. Finally, he relies on a huge HP pool and pinning opponets to stay alive (His AC sucks)


FrodoOf9Fingers wrote:

Have an interesting Barbarian build ready, gonna post it now, I'll start working out the encounters:

** spoiler omitted **...

I see some issues coming from the Balor and Pit Fiend fights, possibly some with the solar and dragons.

If he can grapple I see things in his favor though.

I say the Balor because if it summons Demon, Vrolikai it can get nasty in a quick way.

The Demon, Vrolikai has quickened enervate and at will enervate. Basically, after the Balor summons (If you have it do this at all), that's 5 negative levels (2, 3 rotating averages).

But otherwise I like the build and the idea behind it (at least I think I get the idea behind the build).

Lantern Lodge

Forgot to mention:
Enlarge Person is always up, due to Juggernaunts Pauldrons. Fly is always up due to his headband (two castings of it are always up, in fact, in case one gets dispelled, a trick he learned from the seller of the headband).

Pit Fiend:
Due to Bad Bite's slow reaction times, the Pit Fiend goes first. He has several options: He can use Wish for quickened summon monster 4, or anti-magic field. He could also use his Summon SLA, but that has a 1 round cast time, allowing Bad Bite to quickly deal with the threat.

He decides to use a quickened fireball (Bad Bite saves, no damage) and then cast AMF, and then fly up 30 feet.

Bad bite begins his rage, and flys up 30 feet, preparing an action to grapple the Pit Fiend once it gets to 10 feet away.

Pit Fiend charges, and Bad Bite's ready action goes off. This next bit has two alternatives, depending on the GM. First, since the Pit Fiend is a large creature, the AMF isn't affecting Bad Bite yet, and so he can still reach in and grab the Pit Fiend, pulling him close, and then the AMF goes off and they both fall. Or, Bad Bite's reach is affected by AMF, and so he can't grapple this round.

Going with option 2, the Pit Fiend gets one attack off, dealing 4d6+13, or 27 damage, plus poison and diesease (Bad Bite saves against both).

Bad Bite's turn, he flys up a little bit to ensure that his next manuever works. He purposely enter's the Pit Fiend's area, and while now falling, attempts a grapple. He uses Strength Surge (EX) to ensure the grapple works (even if the DM imposed a -10 to the check, or a -15, Bad Bite succeeds).

Now, I assume they both fall. The Pit Fiend uses a standard action to try and escape, but fails. Bad Bite then pins the Pit Fiend (with his now +4 to the check), and uses his standard to tie up the Pit Fiend. At this rate, the Pit Fiend will die, unable to use his SLAs due the concentration check required, or attack back. He can attempt to escape the grapple, but first he has to escape either the rope, or the barbarian, which is refreshed the next round. He gets 1 check per round, but has to get two 15's to escape. He will be unconsciousness in about 16 rounds, after which the barbarian pours holy water on it, ending it's life.

Anti-Magic Fields are still a pain to deal with, but not impossible :).

Lantern Lodge

I saw some mistakes in the original character:

I can't take the Quicken SLA, due to the spell being 7th level (dang it). It gets replaced with INA: Bite. Next, a small adjustment, instead of anaconda shirt, make it anaconda robe (already factored in the price change, it used to be a belt. Strength is still on there, though it doesn't do anything other than make it more expensive), and add in a quick runners shirt (1000 gold)

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